Abstract
Serious game is an alternative teaching aid that is getting a place of use by teachers and parents. Its widespread use has basically changed the way of life and learning of children and has a positive impact on achievement and increased the motivation of children in learning. However, not all serious game designs are suitable for slow-reading students. They are slightly different from other students in terms of cognitive potential and are struggling to meet academic demands in the class. Therefore, the main objective of this study is to produce low-fidelity prototypes involving target users as early as the design process. This study focuses on the production of storyboard contents suitable for slow-reading students to save time and cost of game model development. This study uses a child-centered design (CCD) method that involves paper prototypes, chauffeured prototype, think aloud protocols and observations. The results of this study are low-fidelity prototypes in the form of computerized storyboards that have been verified and will be used for heuristic assessments. These low-fidelity prototypes are expected to give an early look and help researchers in developing high-fidelity prototypes.
Highlights
Serious game has grown rapidly over the last decade into becoming a popular and successful new technology in the 21st century
This section discusses backgrounds study related to the approach applied in this game model, which is brain-based learning (BBL), the technology used to help slow-reading students (SRS) which is serious game and low-fidelity prototypes covering paper prototypes, chauffeured prototype, think aloud protocols and observations
This study focuses on slow-reading students (SRS) where they are normal students but struggling to meet academic demands
Summary
Serious game has grown rapidly over the last decade into becoming a popular and successful new technology in the 21st century. This section discusses backgrounds study related to the approach applied in this game model, which is brain-based learning (BBL), the technology used to help slow-reading students (SRS) which is serious game and low-fidelity prototypes covering paper prototypes, chauffeured prototype, think aloud protocols and observations. Theoretical approaches and brain-based learning (BBL) strategies are applied in serious games. In the context of this study the BBL is defined as a technique that values the optimal function of the brain compared to the usual teaching method [12]. BBL are seen as a technique that encourages the best way of learning and encouraging teachers to use this information when planning a teaching strategy to stimulate student motivation more effectively and to improve learning [13] [14]
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More From: International Journal of Advanced Computer Science and Applications
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